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ub3rman123

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Everything posted by ub3rman123

  1. Graham crackers with cake icing, ice cream with soda in it, pizza, and doughnuts. Also known as why I'm not gonna make it to 20 without having a heart attack.
  2. Ah, dodging environmental bits. I thought you meant where an ogre was taking swings at you and you had to dodge that. Ever play Nehrim? One of the side quests, a treasure hunt, had an epic platforming section involving the crusher Ayleid traps where they came and retracted in sequences that you had to jump on. Another suggestion for the boss battles is to keep filesize down. A lot of people can't download a half-gig for a single mod unless it's something like Nehrim. Try losing anything you absolutely don't need.
  3. For the format of battle, I've found that sniper battles and giants don't work well. They fail due to some engine problems. A. NPCs with bows never miss, especially at mid-short range. B. Unless it's built for it, an NPC scaled up has terrible collision. Dodge battles have their own problems too due to how Oblivion handles dodging. I found puzzle bosses more fun to fight because it's a battle of wits, not just who brought the biggest sword. And of course I prefer obscure/scary monsters because it's more fun to fight what you can't see, and it makes for a more interesting battle, particularly in using the puzzle method.
  4. I read that as chocolate curry. I dunno if that's even a thing.
  5. Gonna need lots of rocks and plants hanging over the sides to make it look epic.
  6. ub3rman123

    Needs Filling Up

    Building it with a plan in mind is good. That'll allow you to know where you're putting stuff instead of trying to squeeze that extra three feet of land out later. Mark out common sections of a city onto it, a trade quarter, residences, canals, etc. Then you can start building in by separating out the sections and filling them in individually. Try to make each section have its own feel to keep players from getting lost too easily. I point to the city of Erothin in Nehrim as a prime example of this.
  7. It looks like it's surfing the in the first shot! +1 awesome points.
  8. Too early and you won't have anything to show for it. Too late and you won't have anything to say but "Fixed a few more bugs today". That gets boring fast when there's no real development going on. I like seeing screenshots from a WiP mod as it's being built (Not coded, scripting screenshots aren't much fun to look at unless you're into that kind of thing).
  9. ub3rman123

    Watching you!

    Now use a 3d printer to make a life-size one.
  10. So now one of the interviewers needs to pull Todd aside and ask, nay, demand, "Is there going to be a GetSoundPlaying function?! TELL US NOW!"
  11. Pete Hines said on Twitter a while back that armor would be comprised of separate pieces, but didn't mention specifics. Remember in vanilla Oblivion how some outfits take up both legs and chest slots, such as the upperclass stuff? That's what I'm expecting the armor will be like. Maybe we'll still have the slots to do things with, but the vanilla armor will need editing. By the way, anyone else already dislike their concept of a Clairvoyance spell that shows you the way through dungeons for you? Argh, the questmarkers were enough! Don't make our labyrinths totally pointless!
  12. Are those arches under the bridge in vanilla? Looks nice!
  13. It's been a while since I knew how to read Dwemeris.. Does the lettering say anything in particular?
  14. The water looks close to Fallout 3's radioactive green. Odd.
  15. And the last three or so could be used as a pot holder at the same time.
  16. The spikes on it looks kind of chunky, like they wouldn't pierce much. I'd suggest making them sharper by shrinking the base. The guard also looks big compared to the hilt.
  17. Is your weapon double-sided (In and outside)? It could be that the faces are aligned to the interior on some parts. I had problems with that the first time I made a weapon.
  18. Then again, sometimes people don't carry anything better. But how easy is it to fence a cell phone? Seems like a wallet would be an easier target.
  19. Fancy paintings, silverware, antique swords and heirlooms, magical potions and ingredients, jewelry, official documents, enchanted items, expensive clothing, recipes, etc.
  20. That looks really good. Are the chains a part of the same object or did you apply the script to them as well?
  21. Stygian Halls, because I'd say the most impressive part you have available will be the one you want to give first impressions. By the way, what will you be using for models? Making your own, resources, or vanilla?
  22. EnvMap1 works well for the object because it gives it the same glow it has on the exterior, but still too much light (I'll definitely use it later!). I've gotten it to the point of darkness I need by just setting it to be non-reflective and instead just dumping a basic shiny normal map and APPLY_MODULATE onto it. Thanks for the suggestions!
  23. You can also try selecting an area of it that's 1840x1840, then scale that up to 2048x2048 if stretching is a problem.
  24. I'm working on building a special object, a pillar with a mirrorlike square atop it. This will be placed in a dark room where probably the only light will be from a player. Right now I'm toying with trying to get the mirror material as glossy as possible without it emitting any light, because it'll look silly if it glows in a dark area. I'm not sure if it's entirely possible anyways to do this. Here's what I have so far. It looks okay outside, except for the UV being mostly upside down. However, when indoors, it gets a speckled pattern and glows on the dots. Some looking into the matter shows that most shiny objects in the game actually do emit light, as this diamond shows in total darkness. So I've got two major things to solve. First off, the speckles need to be made into more of a gradient of light, like most objects such as windows or other flat glossy planes reflect in. I don't know what property controls the pattern it glows in aside from the glowmap, which I've tried setting to solid black or removing completely. The next problem is getting it to be reflective without emitting light. I may end up toning down the gloss if it hides the emission of light, or turning it off completely and making a texture that looks the part instead. I'll be glad to hear it if anyone knows how to do either. For reference, I am using the texture from the ingame diamond that's got a flat normal map with a solid black alpha channel, and no glow map.
  25. Gasp! Day one DLC?! For shame. So many beautiful shiny scrolling buttons.. Look good!
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